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Old Aug 10, 2008, 09:35 AM // 09:35   #1
Wilds Pathfinder
 
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Default Martial Artist.

The martial artist is mostly a mixture of the assasin, the elementalist and of course the ritualist. It's an idea I just had atop of my head.

Description
The martial artist exercises the ways of hand to hand combat in their movements. They do not use any weapons themselves but instead they improve their attack damage by wearing specific magic/modificated gloves for combat. While not being as strong as the warrior and not having the same level of skill in the shadow arts as the assasin the martial artist is a fast hitting and extremely agile fighter. They honor the nature and more specifically the 4 elements knowing that being in allegiance with those their abilities will rise to the levels of even the greatest fighters.

Armor
The Martial Artist has a armor level of 70 with a +10 armor vs elements on him. his leggings provide with +1 energy regeneration, his chest provide him with +5 energy. The boots and gloves has no inherent effect. This gives the Martial Artist a total of 25 energy and 3 energy regeneration

Weapons
A devil with hand to hand combat shouldn't need any weapons. But since a lot of enemies are extremely hard headed even for the most skilled martial artist they would need some modificational gloves. The gloves work to some point like the daggers only they doublehit twice as often and has a lower damage output. The maximum damage is 6-13. Most of the weapons blunt damage although some deals piercing.

Attributes

Hand to hand mastery: Most gloves need this attribute to be useful. Attack skills and many pre attack skills require this attribute.

Martial arts: Of course the main attribute of the martial artist. Every 2 points in this attribute grants a 1% chance to block an attack and every 4 points in this attribute grants 1 energy and 5 health points whenever you block an attack. Most of the martial artists stances come from this attribute.

One with the elements: All of the elemental boosts that the martial artist has come from this attribute.

Inner sight: This attribute contains a lot of defensive and healing skills of the martial artist. (Mostly self-healing)

Skill examples
Here's some examples of how I think the skills might be: (The attributes given are 0...12

Hand to hand mastery:
Hurtful blow: (5 e, 12 recharge) Hand attack. Does +5...40 damage. Strikes 1 time.

Reapers fist elite: (5 e, 15 recharge) Hand attack. Does +5...25 damage. Inflicts deep wound for 5...20 seconds. Strikes 1 time.

Devastating kick: (10 e, 1/2 casting, 10 recharge) Kick. does 0...40 damage and inflicts weakness for 4...20 seconds.

Martial arts:
Crane stance: (10 e, 40 recharge) Stance. For 2...12 seconds all of your attacks deal piercing damage and you have 100% chance to doublestrike.

Howlers stance elite: (5 e, 20 recharge) Stance. For 5...25 seconds you have 50% chance to block attacks from foes that are not under the effects of a shout or a chant. The first 1 strike remove all shouts and chants on target foe.

Signet of martial arts: (45 recharge) Signet. The next stance you use lasts 10...50% longer.

One with the elements:
Orb of fire: (10 e, 1 casting, 15 recharge) Touch spell. Touch target foe dealing 10...65 fire damage and setting that foe on fire for 1...3 seconds.

Hurricane speed elite: (5 e, 30 recharge) Enchantment spell. For 7... 25 seconds you move and attack 33% faster. Your attacks deal air damage.

Dust breath: (5 e, 1 casting, 30 recharge) Touch spell. Target touched foe is blinded for 2...10 seconds. When they are not blinded anymore they take 2...35 earth damage.

Inner sight:
Inner sanctuary: (10 e, 2 casting, 10 recharge) Enchantment spell. For 10...5 seconds you can not attack. When this skills ends you lose all conditions and are healed for 20...150 health points. Does not work if removed.

Mantra of succes elite: (5 e, 30 recharge) For 2...17 seconds you are healed for 3...17 health points every second. When this skill ends you lose 1 hex.

Inner peace: (5 e, 2 casting, 15 recharge) Enchantment spell. You have 1...7 seconds of 10 health regeneration. Ends if you use an attack skill.


I am open for suggestions on this profession and constructive criticism will be taken into my consideration. But please don't say anything such as "this profession sucks" because I can not use that for anything

Stay ninja!
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Old Aug 10, 2008, 09:50 AM // 09:50   #2
Desert Nomad
 
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i spy a target for the Concept Classassin
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Old Aug 10, 2008, 10:55 AM // 10:55   #3
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With some tweaks this could be pretty good, I'm not sure if +5 HP every time you block an attack is very balanced for example.... I would like to see a martial artist style fighter in GW. Perhaps in GW2?!?!?! Char Martial Artist FTW!!!
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Old Aug 10, 2008, 02:20 PM // 14:20   #4
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My initial impression is that this would have been a concept that got trashcanned when they decided to go with the assassin.

Having said that, it looks like it would be a lot of fun. Mantra of Success is over-powered. Also.. the idea of making them "one with the elements" is unnecessary. The secondary profession aspect of GW allows for your martial artist to use elemental skills.

Overall, a good effort. You should send it on to the GW2 development team.
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Old Aug 10, 2008, 05:23 PM // 17:23   #5
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Nice flavor, but mechanically it looks like a sindervish.

Of course, sindervishes basically failed in the "apply utility conditions" aspect, so perhaps a new implementation has a chance. In the current GW context it has the problems of A) longer recharging skills applying conditions quickly removed in PvP and B) lacking AoE for PvE.
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Old Aug 10, 2008, 05:34 PM // 17:34   #6
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Quote:
Originally Posted by Sword Hammer Axe
The martial artist is mostly a mixture of the assasin, the elementalist and of course the ritualist.
Stopped reading here. I would not like to see an empty hand class in guildwars. Martial arts are incorporated into sins and are of a real world culture that has no place in guildwars.
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Old Aug 10, 2008, 08:56 PM // 20:56   #7
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thanks for that comment theodenking and yea it is overpowered I've seen that too :P
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Old Aug 10, 2008, 09:37 PM // 21:37   #8
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Seems like a good concept. When I originally heard about GW, I thought Monks fulfilled a role like this. Spruce it up a bit and add some more skills, maybe some Insignias, etc. Also, I'd change the +10 elemental AR to make it less akin to a Ranger. Speaking of which, I could definitely see R/Ma being a viable combination.

Quote:
Originally Posted by shoyan456
Martial arts are incorporated into sins and are of a real world culture that has no place in guildwars.
I'll agree with you on the first part, but the second confuses me. You may as well say that Canthan architecture has no place in GW because it resembles real world Asia.
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